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Question by applejuices · Dec 05, 2013 at 05:27 AM · instantiateyaxis

Y value wont work?

 #pragma strict
 var Firefrom : Transform;
 var currentbrick: GameObject;
 
 function Update () {
 if(Input.GetButtonDown("Fire1")){
 var hit : RaycastHit;
 var roundpos : Vector3;
 
 
 
 if(Physics.Raycast(Firefrom.position, Firefrom.forward, hit)){
 //roundpos = 
 Debug.Log(hit);
 roundpos = hit.point;
 roundpos *= 2.0;
 roundpos = Vector3(Mathf.Round(roundpos.x), Mathf.Round(roundpos.y), Mathf.Round(roundpos.z));
 roundpos /= 2.0;
 
 Instantiate(currentbrick, roundpos , Quaternion.LookRotation(Vector3.zero));
 }
 }
 }

This is my code to spawn a block (Soon to be things like wood or something) it works all fine, exept that Y values will not work, and my question is, does raycast ignore cloned(Instantiated) objects? Because only way to make one on another is to click a brick's top. So is raycast ignoring the cloned object? this is all confusing

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avatar image robertbu · Dec 05, 2013 at 05:33 AM 0
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On line 19, put Debug.Log(roundpos) to verify the position is the one you expect. Verify the collider is aligned with the brick in the prefab you are using for 'currentbrick.'

avatar image applejuices · Dec 05, 2013 at 05:43 AM 0
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found out what problem was, Every few times, I would click to build, but the cube would actualy end up inside the other. my thoughs is that the raycast goes a little inside the cube, so it rounds it to there. Im not sure how to fix this. $$anonymous$$aybe make the hit point actual .01 closer to the raycast start? if so, how could I do that?

avatar image applejuices · Dec 05, 2013 at 01:30 PM 0
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what does those last two do?

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Answer by robertbu · Dec 05, 2013 at 06:04 AM

This will move back along the Firefrom vector from hit.point by 0.01:

 var pt = hit.point - Firefrom.forward.normalized * 0.01;
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